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View Full Version : Enhancing Two-Hour abilites via merits and new merit Two-Hour abilitiy discussion.



Ophannus
05-20-2012, 12:06 PM
Let's discuss how the developers can enhance current two-hour abilities(already said they would upgrade old 2hrs first) as well as discussing the new two hour abilities soon to be released!

My input for current 2hour enhancements.

RDM-Chainspell: Merits could towards Conserve MP or some kind of MP reduction.
THF-Perfect Dodge: TP boost for every successful evasion vs a physical attack
DRG-Spirit Surge: Attack Boost
PLD-Invincible: Enhanced Magic Defense

Ideas for new 2hr abilities:
MNK-Duration: Instant
Grants a stoneskin effect to targets within range( siilar potency and formula as Benediction but gives Stoneskin)

RNG-Duration: 60 seconds
Enhances Rapid Shot effect(+100% Rapid Shot)

DRG-Duration:60 seconds
Attacks ignore the target's defense.(Attacks and weapon skills ignore defense as if the target has 0 defense)

WAR- Duration:30 seconds
Doubles your attacks(Double Attack+100%)

THF- Duration:30 seconds
Triples your attacks.(Triple Attack+100%)

RDM -Duration 1 minute
Spells become AoE(Works as if Accession/Manifestation are active, even working on Haste/Temper/Phalanx/Enspell2,Gravity II/Break/Refresh II etc...

SAM- Duration: 30 seconds
Attacks give 2x the normal TP.

NIN- Duration 30 seconds
Attacks vary by remaining shadows(If 4 shadows are up, you will quadruple attack; 3 shadows - triple attack etc...attacking won't consume shadows, but shadows can still be lost from being attacked or dispelled)

BLU - duration 1 minute
Allows rapid casting of Unbridled Learning spells.(Can be used infinitely for 1 minute)

DRK -duration: instant
Attempts to KO the target; deals damage to NMs(Similar to Zantetsuken)

SMN - duration 30 seconds
Allows rapid use of Blood Pacts(Blood Pact timers remain at 0; can reuse as soon as the avatar has finished)

Daniel_Hatcher
05-21-2012, 01:09 AM
RDM - Chainspell
Reduces MP cost by 10% per level upto 50%.

Reasoning: chainspell is nice as is the new 40 seconds, but I can run through MP and Converts MP before 30 seconds, let alone 40 seconds

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PLD - Invincible
Reduces damage taken by Magic by 20% per level upto 100% -MDT

Reasoning: Invincible as it truly should be, NO damage whatsoever.

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WHM - Benediction
Increases chance of removing Weakness effect 15% and Doom by 20% per level upto 75% and 100% chance.

Reasoning: It would be a massive bonus to WHM's two-hour which currently is still rather pointless.

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BLM - Manafont
Increases chance of maximizing magic accuracy by 20% per merit upto 100%.

Reasoning: Manafont is already a powerful job ability that can be used to the max of it's duration, however a nice bonus of guaranteed full potency spells would be great.

Louispv
05-21-2012, 10:55 PM
BST: Your pet uses the 2 hour ability of it's corresponding job. Hobs would use mighty strikes, yuly would use perfect dodge, merle would use hundred fists, etc.

Currently Familiar doesn't even do anything but pet max hp+10%, unless you have Monster trousers +2 augmented in which case it gives 10% haste. That is less than the spell Haste gives. So BST has to use a two hour ability to give 2/3 of what a mage can give for 36 mp?

Sayomi
05-22-2012, 06:31 PM
the new 2hours should be some sort of crazy limit breaks just a thought mnk hundred kicks another thought idk!

Demon6324236
05-24-2012, 01:06 PM
the new 2hours should be some sort of crazy limit breaks just a thought mnk hundred kicks another thought idk!

Hundred Fists+Footwork? @_@;